Order of the Roll - Dungeons and Dragons Moosoe - Order of the Roll

Moosoe

DnD Moosoe Race

The Moosoe are a peace­ful, nature-bound race that resem­ble deer. The female Moosoe appear as ele­gant does who can stand upright and use their hands like humans. The male Moosoe, on the oth­er hand, have the majes­tic appear­ance of rein­deer or elk, com­plete with large, regal antlers. These antlers are not only used for dis­play, but also as weapons when nec­es­sary. Females also grow small­er antlers, but they too are capa­ble of defend­ing them­selves.

Mother Nature

Moosoe live in small, close-knit vil­lage com­mu­ni­ties deep with­in the forests. Their cul­ture is deeply con­nect­ed to nature and is shared with the Tre­ants, liv­ing, sen­tient trees that can walk and speak. Both races live in har­mo­ny, for they wor­ship the same god­dess: the god­dess of nature, often referred to as Moth­er Nature.

Pope of Nature

These vil­lages are led by a Pope of Nature, a spir­i­tu­al leader who is able to com­mu­ni­cate direct­ly with Moth­er Nature. Each com­mu­ni­ty of Moosoe and Tre­ants has its own pope, who acts as pro­tec­tor and guide. Though the Moosoe and Tre­ants rarely resort to vio­lence, they will do what­ev­er is nec­es­sary to pro­tect nature from out­side threats.

Stats

  • Speed: 30ft

  • Size:Your size is Medi­um.

  • Age: Moosoes reach matu­ri­ty around 12 years. They live long lives com­pared to the rest of the Hum­ble­folk, between 100 and 150 years, some­thing they attribute as much to their way of life as the bless­ing of Cairith. Prong­horns gen­er­al­ly live longer than grove­Moosoes, which is con­sid­ered a sign of Cairith’s favor.

  • Prac­ti­cal:Moosoes are emi­nent­ly prac­ti­cal and like to spend their time learn­ing use­ful skills for life in their wood­land vil­lages. You gain pro­fi­cien­cy in one of the fol­low­ing skills: Ath­let­ics, Med­i­cine, Nature, or Sur­vival.

  • Surge of Vig­or:All Moosoes pos­sess a great tenac­i­ty and will to sur­vive, which allows them to bounce back from even the most dev­as­tat­ing blows. If an attack deals over half of your cur­rent remain­ing hit points in dam­age, (even if your hit points are reduced to 0 by the attack) you imme­di­ate­ly regain hit points equal to 1d12 + your Con­sti­tu­tion Mod­i­fi­er. You can’t use this fea­ture again until you have com­plet­ed a long rest.

  • Robust Build: Your car­ry­ing capac­i­ty is dou­bled, as is the weight you can push, drag, or lift.

  • Antlers:You have a set of large, strong antlers that can be used to make dev­as­tat­ing charge attacks. You can use your unarmed strike to gore oppo­nents, deal­ing 1d6 + your Strength Mod­i­fi­er pierc­ing dam­age on a hit. Addi­tion­al­ly, if you move at least 20 feet in a straight line towards an oppo­nent, you can spend a bonus action to charge them, deal­ing an extra 1d6 points of pierc­ing dam­age. If the tar­get of your charge is Large or small­er, they must make a Strength sav­ing throw against a DC of your Pro­fi­cien­cy Bonus + 8 + your Strength Mod­i­fi­er. On fail­ure, the tar­get is pushed 10 feet away from you into a space of your choice.

  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, Deer, Tree and one oth­er lan­guage that you want.
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